Download Fight Smart Head Movement Training Program Software
Part 1 – The Basics. This first lesson covers basic animation techniques applicable to any program you choose to animate with, but Conan does spend some time early on teaching a few of the tools within Flash that he will be using throughout this series of lessons. Part 2 – Head Turn Animations. Learn how to do a head turn animation, starting with two key poses, then work with timing, ease-in and out’s, and in-between frames.
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Part 3 – Flexibility. Learn how to get more flexibility in your animation when going from one keypose to another. Part 4 – Lip Syncing. This part covers dialogue animation using mouth shapes (or phonemes) and then the instructor brings in an audio file to sync an animation to. Part 5 – Cleaning Up.This last part teaches how to clean up your animation, paint in a more polished, professional look to your frames, then include Layer effects to add a variety of styles to your final piece. Part 1 – Body Mechanics Basics. This lesson teaches the basics of how to make your body animations look real. In the cartoon world anything is possible, but there’s still some “rules” to play.
Playfish Geo Challenge. You can’t have joints bending every which way, and that’s one of the things this part looks into. The second half of this lesson teaches a simple animation exercise by making a body move from one side to another. Part 2 – Jumping. This part teaches how to animate a realistic jump, which is a great movement exercise to get an appreciation for weight.
Part 3 – Sitting and Standing. Think about how often a character on TV gets up or sits down in a scene. In your own animations, you’ll find this a useful exercise to add some movement to a scene where your characters might otherwise only be talking. Part 4 – Walk Cycles. The next few lessons focus on every animators favorite (or possibly most dreaded) sequence: the walk/run cycle. Hieroglyphics The Corner. Conan teaches his method of breaking these down into four manageable key poses, which he then adds in-betweens to.
Part 5 – Run Cycles. Runs are similar to walks in that you’ll learn to create four key poses of the cycle, but this time with a bounding motion to it, and the faster the run, the more of a lean is added to the character. Part 6 – Advanced Movements.This final lesson converts our side view cycles into front view and three-quarter view cycles, which can be a real test for new animators. Conan also teaches a walk cycle with a “double bounce” movement. Part 1 – Setting up the Scene. Conan explains how important it is to begin with model sheets, an environment and storyboard before beginning to actually animate.
Those assets are included along with source files throughout the rest of the tutorial. This part mostly focuses on setting up the stage with some initial animation of each character during the pan-in. Part 2 – Building Suspense.No fight sequence would be complete without some initial “showboating” of each opponent’s skills. In this part Conan animates the Big Brute’s “bring it on” style fist clap and the Little Dude’s sequence of martial arts flare. Part 3 – Punching and Running.In this lesson, the two key sequences are the Little Dude running to attack and the Big Brute sending a direct punch toward the camera. This part has some great examples of “smear”, similar to motion blur, but done by actually drawing in a smear of motion to the frame. Part 4 – The Fight is on. Kick, block, deflect, punch, there’s a little of everything in this part.